hawklee1983 Posted August 29, 2017 Share Posted August 29, 2017 Hello, I'm new here, and want to say big thank you to mod developers. But I've experienced a strange bug where actors (NPC or player) didn't automatically undress themselves when a scence is happening. And, there is only one animation playing during a whole scence, I don't know this is intended or we can only change animation manually by clicking any key? I searched technical support section, but didn't find similar threads, so I raised questions here. Thank you Link to comment
vinfamy Posted August 29, 2017 Author Share Posted August 29, 2017 Hello, I'm new here, and want to say big thank you to mod developers. But I've experienced a strange bug which actors (NPC or player) didn't automatically undress themselves when a scence is happening. And, there is only one animation playing during a whole scence, I don't know this is intended or we can only change animation manually by clicking any key? I searched technical support section, but didn't find similar threads, so I raised questions here. Thank you F4SE related issue for sure. Download the F4SE installer from the silverlock website and install it again. Link to comment
hawklee1983 Posted August 29, 2017 Share Posted August 29, 2017 Hello, I'm new here, and want to say big thank you to mod developers. But I've experienced a strange bug which actors (NPC or player) didn't automatically undress themselves when a scence is happening. And, there is only one animation playing during a whole scence, I don't know this is intended or we can only change animation manually by clicking any key? I searched technical support section, but didn't find similar threads, so I raised questions here. Thank you F4SE related issue for sure. Download the F4SE installer from the silverlock website and install it again. WoW. Thanks for quick reply. Just as you guessed, I updated my F4SE to latest and solved this issue. Thank you again. Link to comment
Crazy6987 Posted August 29, 2017 Share Posted August 29, 2017 Just a heads up, going to be working on animations involving furniture in the near future. I have it worked out in my head just need to actually test it. So it's kind of simple but also kind of an annoyance, so say a table for example, first you would need to create a modified version of the "table.nif" without the collision. This will allow us to spawn the table right on top of the actors without them being forcibly pushed out of the way. Next using the Creation Kit create a Static Object form for the table. And lastly the script, will probably use placeatnode to place the table at the CenterNode. And you would also need to find a way to "group" these animations, so if this animation is going to play we need to spawn this object or that object. Unfortunately this has to be done for each different furniture object that someone wants to use in their animations. Also I tried doing this another way turning them into animobjects that are attached to the actors Root node, but animobjects don't play well with looping animations, tried an alternative having non looping seperate animations. one that loads the animobject the other unloads and the normal looping anim. in between, but that didn't work out either, so this is the best option that I could come up with. Link to comment
vinfamy Posted August 29, 2017 Author Share Posted August 29, 2017 Just a heads up, going to be working on animations involving furniture in the near future. I have it worked out in my head just need to actually test it. So it's kind of simple but also kind of an annoyance, so say a table for example, first you would need to create a modified version of the "table.nif" without the collision. This will allow us to spawn the table right on top of the actors without them being forcibly pushed out of the way. Next using the Creation Kit create a Static Object form for the table. And lastly the script, will probably use placeatnode to place the table at the CenterNode. And you would also need to find a way to "group" these animations, so if this animation is going to play we need to spawn this object or that object. Unfortunately this has to be done for each different furniture object that someone wants to use in their animations. Aso I tried doing this another way turning them into animobjects that are attached to the actors Root node, but animobjects don't play well with looping animations, tried an alternative having non looping seperate animations. one that loads the animobject the other unloads and the normal looping anim. in between, but that didn't work out either, so this is the best option that I could come up with. Sounds good and implementable with FP. Thank you for your effort, Crazy Link to comment
VonHelton Posted August 29, 2017 Share Posted August 29, 2017 Just a heads up, going to be working on animations involving furniture in the near future. I have it worked out in my head just need to actually test it. So it's kind of simple but also kind of an annoyance, so say a table for example, first you would need to create a modified version of the "table.nif" without the collision. This will allow us to spawn the table right on top of the actors without them being forcibly pushed out of the way. Next using the Creation Kit create a Static Object form for the table. And lastly the script, will probably use placeatnode to place the table at the CenterNode. And you would also need to find a way to "group" these animations, so if this animation is going to play we need to spawn this object or that object. Unfortunately this has to be done for each different furniture object that someone wants to use in their animations. Also I tried doing this another way turning them into animobjects that are attached to the actors Root node, but animobjects don't play well with looping animations, tried an alternative having non looping seperate animations. one that loads the animobject the other unloads and the normal looping anim. in between, but that didn't work out either, so this is the best option that I could come up with. Sounds awesome, Crazy! :D :D :D Link to comment
nr8 Posted August 29, 2017 Share Posted August 29, 2017 Not sure where to ask this. But does anyone have the 1.9.4 exe or files in need to undo the auto update we got today ? f4se doenst work anymore. thank you Link to comment
Ghostman7nz Posted August 29, 2017 Share Posted August 29, 2017 The fallout update has broken pretty much every mod for fallout at this point, all mod authors will need to recode their mods, for most this will be as simple as loading them into the creation kit and resaving them but for those that rely on F4SE it's back to waiting for them update it to match the new FO4 files. On the up side Loot and F4Edit have already been adding code to handle the new esl files. I guess I'll go back to twiddling my thumbs now Link to comment
Darkening Demise Posted August 29, 2017 Share Posted August 29, 2017 The fallout update has broken pretty much every mod for fallout at this point, all mod authors will need to recode their mods, for most this will be as simple as loading them into the creation kit and resaving them but for those that rely on F4SE it's back to waiting for them update it to match the new FO4 files. On the up side Loot and F4Edit have already been adding code to handle the new esl files. I guess I'll go back to twiddling my thumbs now Wow so Bethesda broke all mods? Link to comment
VonHelton Posted August 31, 2017 Share Posted August 31, 2017 I checked my INI files & found that the command to allow mods had been DELETED from my INI files. Isn't that just ducky? My game will no longer load at all. Gonna hafta do a fresh install. Grrrrrrr........ :angry: :angry: Wow so Bethesda broke all mods? Not only broke all the mods, but deleted commands in the INI files to get them to run at all. :angry: :angry: :angry: I'm gonna attempt a fresh install to see if I can get things running. Link to comment
Xanetta Posted August 31, 2017 Share Posted August 31, 2017 New f4se is out for any that missed it Link to comment
rageflare Posted September 1, 2017 Share Posted September 1, 2017 everytime i try to interact with an npc it asks me if i want them to be a companion, i can't start diagloug even when I use the control panel to disable the prompt Link to comment
vinfamy Posted September 1, 2017 Author Share Posted September 1, 2017 everytime i try to interact with an npc it asks me if i want them to be a companion, i can't start diagloug even when I use the control panel to disable the prompt use console command stopquest Vin_Pick Link to comment
kapussta_isis Posted September 1, 2017 Share Posted September 1, 2017 Still can't load the game after update. This is what I saw in f4se.log: F4SE runtime: initialize (version = 0.5.0 010A0140 01D32335A5376D38, os = 6.2 (9200)) imagebase = 00007FF7F6DC0000 reloc mgr imagebase = 00007FF7F6DC0000 plugin directory = D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\ checking plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\achievements.dll plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\achievements.dll (00000001 ACNT 00000001) loaded correctly checking plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\autoswitch.dll registering plugin listener for F4SE at 2 of 3 plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\autoswitch.dll (00000001 autoswitch 00000003) loaded correctly checking plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\f4ee.dll registering plugin listener for F4SE at 3 of 4 plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\f4ee.dll (00000001 F4EE 00000001) loaded correctly checking plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\LL_fourPlay_1_9_4.dll plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\LL_fourPlay_1_9_4.dll (00000001 LL_fourPlay 00000006) reported as incompatible during query checking plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\place.dll plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\place.dll (00000001 PlaceEverywhere plugin 00000010) loaded correctly config path = D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\f4se.ini init complete As this string ("plugin D:\Games\Steam\SteamApps\common\Fallout 4\Data\F4SE\Plugins\\LL_fourPlay_1_9_4.dll (00000001 LL_fourPlay 00000006) reported as incompatible during query") says, FP's dll doesn't want to load. Are there any way to fix it? Or the only thing I can do is to wait for FP update? Link to comment
jaam Posted September 1, 2017 Share Posted September 1, 2017 I just uploaded a version that is compatible with the current game : http://www.loverslab.com/files/getdownload/625176-devtestbeta-ll-fourplay-community-f4se-plugin-v9-20170831/ Link to comment
VonHelton Posted September 1, 2017 Share Posted September 1, 2017 Ok folks, here's the skinny........ The command "bInvalidateOlderFiles=1" no longer works. Unfortunately for us, thousands of mods require this command in the INI files or the mods won't run. Older mods that don't require this command run just fine. Link to comment
VonHelton Posted September 1, 2017 Share Posted September 1, 2017 I just uploaded a version that is compatible with the current game : http://www.loverslab.com/files/getdownload/625176-devtestbeta-ll-fourplay-community-f4se-plugin-v9-20170831/ It Worked!!
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